waterdeep dragon heist

(Jeff_L) #1
V5. SECRET ROOM
This dust-filled room has lain untouched since the time
of the Delzoun dwarves. Green copper urns on plat-
forms overflow with coins, gems, and more.
Treasure. This room holds five copper urns (worth
25 gp each). Urn 1 contains five tourmalines (worth 100
gp each) mixed in with 200 cp. Urn 2 contains a ring of
warmth mixed in with ten ordinary gold rings (worth
25 gp each) and 650 sp. Urn 3 is piled high with 250
gp. Urn 4 holds 33 blue quartz gemstones (worth 10 gp
each). Urn 5 holds a 9-inch-tall silver statuette of a dwarf
priest ofMoradin with amethyst eyes (worth 250 gp and
weighing 10 pounds).

V6. HAMMER AND ANVIL
The adamantine door to this room has an arcane Jock
spell cast on it, but it swings open when a dwarf or a
creature transformed into a dwarf touches it. Another
creature can force it open with a successful DC 21
Strength (Athletics) check. A knock spell or similar
magic also opens it. The door swings into the room on
stiff adamantine hinges.
The north, east, and south walls of this 20-foot-high
room are adorned with dust-covered frescoes depict-
ing dwarf smiths at work in their forges.


  • An iron anvil sits atop a raised stone block in the mid-
    dle of the floor. Both fixtures are draped in cobwebs.
    Frescoes. A character who inspects the wall frescoes
    and succeeds on a DC 10 Wisdom (Perception) check
    notices that the stone hammer being wielded by the
    smith in the fresco on the south wall can be taken away
    from where it rests. When removed, it leaves a ham-
    mer-shaped indentation in the wall. Etched into the side
    of the hammer that was facing the wall is the following
    inscription in Dwarvish runes: "Let hearts be lifted and
    battles won." The hammer must be removed from its
    indentation for the inscription to be seen.
    Iron Anvil. If the characters clear away the cobwebs,
    they see an inscription on the front of the stone block.
    Written in Dwarvish runes, it reads as follows: "Let the
    hammer fall and the anvil ring."
    If the anvil is struck by the stone hammer that was
    taken from the wall, each creature in the room that can
    hear the anvil ring gains 10 temporary hit points that
    last for 24 hours. Once the anvil has bestowed this gift,
    it can't do so again for 24 hours.


V7. DUMATHOIN^1 S SECRET
This room is sealed by an adamantine door similar
to the one in area V6. The room contains the follow-
ing features:



  • Four suits of rusted plate armor sans helmets, s ized
    for a dwarf, stand in the corners of this 20-foot-high
    room. Each suit is draped in cobwebs.

  • Dwarvish runes are carved into the far wall. The in-
    scription reads, "A secret never before told will part
    Dumath.oin's lips."
    A successful DC 14 Intelligence (Religion) check iden-
    tifies Dumathoin as the dwarven god of secrets. Any
    dwarf character automatically knows this.


CHAPTER 4 I DRAGON SEASON


S ecret Stair. The engraving on the wall is a clue that
this room holds a secret, specifically a trapdoor so well
hidden that it can't be found by using magic or search-
ing. But when any creature in the room speaks aloud a
secret, the trapdoor flips open, giving access to a spiral
stone staircase that descends 120 feet to area V9. The
spoken admission must be true, and it must be some-
thing the character has not previously revealed.

V8. OL' FIRE EYES
This room has the following features:


  • A 10-foot-tall painted statue of an armored male dwarf
    wielding a battleaxe and wearing a mask stands at the
    back of this 20-foot-high room.

  • Before the statue, set into the floor, is an adamantine
    trapdoor with a pull ring along one side.
    Trap. A successful DC 17 Intelligence (Religion) check
    enables a character to recognize the statue as a depic-
    tion of Gorm Gulthyn, the dwarven god of vigilance also
    known as Fire Eyes. The statue melds seamlessly with
    the floor and can't be toppled. It also seems impervious
    to damage. A detect magic spell reveals an aura of evo-
    cation magic on the statue.
    The trapdoor is false and can't be lifted. Anyone who
    touches the trapdoor or its pull ring must succeed on
    a DC 18 Dexterity saving throw or be struck by rays of
    magical fire that spring from the statue's eyes, dealing
    22 (4d10) fire damage. The trap doesn't trigger if the tar-
    get has total cover.


V9. MAIN VAULT
When the characters arrive here for the first time, read:

Although deep underground, this vault is lit by streams
of sunlight that pour down from the ceiling, catching
motes of dust in their luminous pools. Ornate columns
support a thirty.foot-high vaulted ceiling, which is
adorned with carvings of dwarves basking in the pres-
ence of their gods. Deep alcoves line the walls, and piled
in one of them is a vast golden trove.
Out of the dusty gloom steps an aged dwarf clutching
a staff carved and painted to rese mble a pair of entwined
dragons-one red, one gold. Despite the dwarrs age, his
eyes are steady and bright. "I wasn't expecting anyone,"
he says plainly. "As you can see, the place is a mess.
Perhaps you should come back later, after I've tidied
up a bit."

The dwarf, who calls himself Barok Clanghammer, is
really the adult gold dragon Aurinax (see appendix B)
in disguise. He guards the gold for Lord Dagult Nev-
erember and holds the dragonstaff of Ahghairon (see
appendix A) in exchange for his services. Dealing with
the gold dragon presents an unusual challenge for the
characters, and a peaceful resolution is more likely to
benefit them than a violent one.
Aurinax is patient, wise, merciful, and vigilant. He
remains in humanoid form until combat breaks out,
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